In this work, we present a group World-in-Miniature (WiM) navigation technique that allows a guide to navigate a team in collaborative virtual reality (VR) environments. We evaluated the usability, discomfort, and use...
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ISBN:
(纸本)9781665484022
In this work, we present a group World-in-Miniature (WiM) navigation technique that allows a guide to navigate a team in collaborative virtual reality (VR) environments. We evaluated the usability, discomfort, and user performance of the proposed technique compared to state-of-the-art group teleportation in a user study (n = 21). The results show that the proposed technique induces less discomfort for the guide and has slight usability advantages. Additionally, the group WiM technique seems superior in regards to task completion time for obstructed target destination. However, it performs similarly to the group teleportation technique in direct line of sight cases. The group WiM technique provides potential benefits for effective group navigation in complex virtual environments and harder-to-reach target locations.
Redirected walking (RDW) aims to reduce the collisions in the physical space for VR applications. However, most of the previous RDW methods do not consider future possibilities of collisions after imperceptibly redire...
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ISBN:
(纸本)9781665496179
Redirected walking (RDW) aims to reduce the collisions in the physical space for VR applications. However, most of the previous RDW methods do not consider future possibilities of collisions after imperceptibly redirecting users. In this paper, we combine the subtle RDW methods and reset strategy in our method design and propose a novel solution for RDW that can make better use of physical space and trigger fewer resets. The key idea of our method is to discretize the representation of possible user positions and orientations by a series of standard poses and rate them based on the possibilities of hitting obstacles of their reachable poses. A transfer path algorithm is proposed to measure the accessibility among standard poses and is used to support the calculation of the scores of standard poses. Using our method, the user can be redirected imperceptibly to the optimal pose with the best score among all the reachable poses from the user's current pose during walking. Experiments demonstrate that our method outperforms state-of-the-art methods in various environment sizes and obstacle layouts.
Thanks to its strong capacity to immerse users in virtual worlds, virtual reality can elicit various emotions with diverse environments. This aspect of virtual reality makes it an interesting and powerful tool in many...
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ISBN:
(数字)9781665453257
ISBN:
(纸本)9781665453257
Thanks to its strong capacity to immerse users in virtual worlds, virtual reality can elicit various emotions with diverse environments. This aspect of virtual reality makes it an interesting and powerful tool in many fields, such as entertainment with scenarios based on a strong emotional implication, training in particular for social or communication skills, or even medical therapy with phobia or addiction treatment. However, in virtual reality the participant lives the experience through an avatar, and feels the emotion according to what happens to this avatar. This paper discusses the link between embodiment and emotional implication in virtual reality. In particular, we looked at how emotions and the sense of embodiment are correlated in virtual reality. Through an experiment, we demonstrate that the sense of embodiment is strongly correlated with the emotional experience of the virtual environment. The sense of embodiment is increased when the virtual scenarios make the participants feel strong emotions, whether those emotions are positive or negative. We also show that emotions mainly affect two sub-components of embodiment: the appearance and response sub-scales.
The widespread use of 3D printers has made it possible to create 3D objects easily at home. However, if a 3D model is created without considering the position of the center of gravity, the output 3D object may not be ...
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ISBN:
(数字)9781510653320
ISBN:
(纸本)9781510653320;9781510653313
The widespread use of 3D printers has made it possible to create 3D objects easily at home. However, if a 3D model is created without considering the position of the center of gravity, the output 3D object may not be able to stand on its own. In such cases, it is necessary to adjust the 3D model so that it can stand on its own using 3D modeling software again. However, this process requires a lot of knowledge and experience with 3D modeling software. The purpose of this research is to calculate the density of the output 3D object and adjust the center of gravity of the 3D model that cannot stand on its own. This eliminates the need to re-edit the 3D model. In addition, there is no need to change the impression of the 3D model because there is no need for parts to assist the model to stand on its own.
We investigate how real-time, 360 degrees view synthesis can be achieved on current virtual reality hardware from a single panoramic image input. We introduce a light-weight method to automatically convert a single pa...
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ISBN:
(数字)9781665453257
ISBN:
(纸本)9781665453257
We investigate how real-time, 360 degrees view synthesis can be achieved on current virtual reality hardware from a single panoramic image input. We introduce a light-weight method to automatically convert a single panoramic input into a multi-cylinder image representation that supports real-time, free-viewpoint view synthesis rendering for virtual reality. We apply an existing convolutional neural network trained on pinhole images to a cylindrical panorama with wrap padding to ensure agreement between the left and right edges. The network outputs a stack of semi-transparent panoramas at varying depths which can be easily rendered and composited with over blending. Quantitative experiments and a user study show that the method produces convincing parallax and fewer artifacts than a textured mesh representation.
In this work, we explore the use of objects in Simultaneous Localization and Mapping in unseen worlds and propose an object-aided system (OA-SLAM). More precisely, we show that, compared to low-level points, the major...
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ISBN:
(数字)9781665453257
ISBN:
(纸本)9781665453257
In this work, we explore the use of objects in Simultaneous Localization and Mapping in unseen worlds and propose an object-aided system (OA-SLAM). More precisely, we show that, compared to low-level points, the major benefit of objects lies in their higher-level semantic and discriminating power. Points, on the contrary, have a better spatial localization accuracy than the generic coarse models used to represent objects (cuboid or ellipsoid). We show that combining points and objects is of great interest to address the problem of camera pose recovery. Our main contributions are: (1) we improve the relocalization ability of a SLAM system using high-level object landmarks;(2) we build an automatic system, capable of identifying, tracking and reconstructing objects with 3D ellipsoids;(3) we show that object-based localization can be used to reinitialize or resume camera tracking. Our fully automatic system allows on-the-fly object mapping and enhanced pose tracking recovery, which we think, can significantly benefit to the AR community. Our experiments show that the camera can be relocalized from viewpoints where classical methods fail. We demonstrate that this localization allows a SLAM system to continue working despite a tracking loss, which can happen frequently with an uninitiated user. Our code and test data are released at ***/tangram/oa-slam.
Augmented reality (AR) allows us to wear virtual displays that are registered to our bodies and devices. Such virtually extendable displays, or AR extended displays (AREDs), provide personal display space and are free...
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ISBN:
(纸本)9781665496179
Augmented reality (AR) allows us to wear virtual displays that are registered to our bodies and devices. Such virtually extendable displays, or AR extended displays (AREDs), provide personal display space and are free from physical restrictions. Existing work has explored the new design space to improve user experience and efficiency. Contrary to this direction, we focus on the weight that the user perceives from AREDs, even though they are virtual and have no physical weight. Our user study results show evidence that AREDs can be a source of pseudo-weight, in addition to that of a handheld physical display device. We also systematically evaluate the perceived weight changes depending on the layout and delay in the visualization system. These findings are similar to those in existing pseudo-haptics research. However, we found such behavior in pseudo-weight for a real device and virtual visual stimuli in the air, which differentiates our research from previous work.
We present an on-site 3D-animated audiovisual tour guide augmented reality application developed for Snap Spectacles 2021. The primary goal of this project is to explore how to use this experimental product to create ...
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ISBN:
(纸本)9781665484022
We present an on-site 3D-animated audiovisual tour guide augmented reality application developed for Snap Spectacles 2021. The primary goal of this project is to explore how to use this experimental product to create an augmented reality tour guide. In addition, we present the design considerations for the user interface and the underlying system architecture. We illustrate the workflow of the tour application and discuss our experience working with Spectacles 2021 and its experimental API. We also present our design choices and directions for future work.
Rendering a large volume is a challenging task on mobile and Augmented Reality (AR) devices due to lack of memory space and device limitations. Therefore, we implemented an Empty Space Skipping (ESS) optimization algo...
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ISBN:
(纸本)9781665484022
Rendering a large volume is a challenging task on mobile and Augmented Reality (AR) devices due to lack of memory space and device limitations. Therefore, we implemented an Empty Space Skipping (ESS) optimization algorithm to render the high-quality large models on HoloLens. We designed and developed a system to visualize the computerized tomography (CT) scan data and Digital Imaging and Communications in Medicine (DICOM) tiles on Microsoft HoloLens 2. We used the Unity3D game engine to develop the system. As a result, we achieved about 10 times more frames per second (fps) on a high-quality model than the nonoptimized version.
To generate authentic real-time facial animations using face mesh data, which corresponds to fifty-six consonant and vowel (CV) types of morae that form the basis of Japanese speech, we propose a new method. Our metho...
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ISBN:
(纸本)9781665484022
To generate authentic real-time facial animations using face mesh data, which corresponds to fifty-six consonant and vowel (CV) types of morae that form the basis of Japanese speech, we propose a new method. Our method produces facial expressions by the weighted addition of fifty-three face meshes based on the real-time mapping of voice streaming to registered morae. In the user study, results showed that facial expressions produced during Japanese speech were more natural using our method than those using popular methods to generate real-time English-based Oculus lip sync and volume intensity-based facial animations.
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